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#31 User is offline   killspree Icon

  • Account: killspree
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Posted 27 January 2015 - 02:10 PM

View Postottone, on 26 January 2015 - 11:08 AM, said:

I checked hull.map and i see an inappropriate use of structural brushes;

here some screenshot from my map that can help/inspire you to make a map with a correct use of detail/structural brushes:

external structural brush:
Posted Image
internal structural brush:
Posted Image
detail brush:
Posted Image
external skybox area:
Posted Image
internal skybox area:
Posted Image



I have reworked the map now .

outer hull and lanrge structures are strutural and the smaller and curved brushes are detail

Before i had 30-45 fps looking at the middle now 55-75 thanks for the advice.

#32 User is offline   killspree Icon

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Posted 28 January 2015 - 01:07 AM

http://wikisend.com/...t4_nuketown.pk3

Do you think more fps can be sqeezed out with hint brushes i dont know if my portals are better now?

This post has been edited by killspree: 28 January 2015 - 01:08 AM


#33 User is offline   killspree Icon

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Posted 29 January 2015 - 01:06 AM

View Postkillspree, on 28 January 2015 - 01:07 AM, said:

http://wikisend.com/...t4_nuketown.pk3

Do you think more fps can be sqeezed out with hint brushes i dont know if my portals are better now?


@ bladekiller/admins can this topic be deleted i've made a new topic for this map ut4_nuketown.

#34 User is online   JRandomNoob Icon

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Posted 31 January 2015 - 10:35 PM

View Postkillspree, on 28 January 2015 - 01:07 AM, said:

Do you think more fps can be sqeezed out with hint brushes i dont know if my portals are better now?

Maybe. At the moment your tris count is still pretty high (double the highest of Uptown in some spots). Maybe someone could take a look if they get their hands on the latest .map file:-)

To see the tris (triangles, polygons) count you have to start the map in developer mode (/devmap ut4_nuketown) and enable /r_speeds. (In UrT you also have to switch to “Quake standard chat” (/cg_standardChat 1), otherwise the speeds are only visible in the console.)

Also, if you’re going to release another version of the same map you might want to read the “Healthy map” article on the CMM wiki, specifically the “Always use unique folder names and shader paths” section.

View Postkillspree, on 29 January 2015 - 01:06 AM, said:

@ bladekiller/admins can this topic be deleted i've made a new topic for this map ut4_nuketown.

No, why, it’s a resource thread. A week or a year from now someone is going to find this via Google and possibly learn something.
dswp.de
Beginner’s Guide to Urban Terror (woefully out of date)
Daily Deadnade (Last updated September 9, 2016)

#35 User is offline   killspree Icon

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Posted 01 February 2015 - 05:38 AM

Thanks:D

This post has been edited by killspree: 01 February 2015 - 06:33 AM


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#36 User is offline   killspree Icon

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Posted 01 February 2015 - 06:18 AM

Thats true :D

Ill go into it
You can check my ut4_nuketown thread that is updated.
http://www.urbanterr...6-ut4-nuketown/

Nice information if i split the map up in sections like casa i would sacrifice the ability to get anywhere on the map wich is a shame and because its 2015 and even the cheap laptops/pc now have build in intell grafics the fps are still maxed out at 125.I would prefer to solve it with hint brushes so that you can still jump everything and moonjump.
Dont know if i understand it correctly I did see over 60k tris count wich is way to high.
Do hint brushes get that count down?
Or do i have to lower my amount of brushes used?

Like casa You can not nade over main bridge or weapon jump with hk.
Next map ill work on a coridor style map and get into it in greater detail.


Thaks for the quick awnsers.

This post has been edited by killspree: 01 February 2015 - 06:31 PM


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